/Engine/Plugins/Runtime/MassGameplay/Source/MassReplication/Public/MassReplicationProcessor.h
Base processor that handles replication and only runs on the server. You should derive from this per entity type (that require different replication processing). It and its derived classes query Mass entity fragments and set those values for replication when appropriate, using the MassClientBubbleHandler.
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UMassReplicationProcessor : public [UMassProcessor](API\Plugins\MassEntity\UMassProcessor)
FMassEntityQuer...
AdjustLODDistancesQuery
FMassEntityQuer...
CalculateLODQuery
FMassEntityQuer...
CollectViewerInfoQuery
FMassEntityQuer...
EntityQuery
TObjectPtr<UMa...
ReplicationSubsystem
FMassEntityQuer...
SyncClientData